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=== ProcessEntityUpdates === Called from HandleQueueEmpty() (LLUDPClient throttle callback) with a byte budget. Dequeues from m_entityUpdates until the budget is exhausted or the queue is empty, sorting each update into one of several packet-type buckets: {| class="wikitable" ! Bucket !! Trigger !! Notes |- | terseUpdates || Update only touches position/rotation/velocity/attachment/collision plane/textures (canNotUseImprovedMask check) || Cheapest wire format -- ImprovedTerseObjectUpdate |- | objectUpdates || ScenePresence full updates, or object full updates when not viewer-cachable || ObjectUpdate packet, CreatePrimUpdateBlock/CreateAvatarUpdateBlock |- | compressedUpdates || Object full updates when viewer object caching is supported and object IsViewerCachable || Smaller wire format for objects the viewer may already have cached |- | objectUpdateProbes || PrimUpdateFlags.UpdateProbe set || ObjectUpdateCached packet -- asks viewer "do you already have this by CRC" before sending a full update |- | ObjectAnimationUpdates || PrimUpdateFlags.Animations set and viewer supports object animations || Separate ObjectAnimation packet per part |} Per-object filtering before bucketing: skip if grp.inTransit, grp.IsDeleted (send kill instead), attachment owned by someone else's HUD, attachment owner not found or still child agent, attachment not actually in the owner's attachment list, distance culling (ObjectsCullingByDistance) against DrawDistance + ReprioritizationDistance + 16m. All buckets pack into UDPPacketBuffer using LLUDPZeroEncoder inline (avoids intermediate byte[] allocation), splitting into additional packets when MAXPAYLOAD is approached mid-loop.
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